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Hasil Pencarian

Ditemukan 4 dokumen yang sesuai dengan query
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Gerlach, Vernon S.
Englewood Cliffs, NJ: Prentice-Hall, 1971
371.102 2 GER t
Buku Teks  Universitas Indonesia Library
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Heinich, Robert
New York: Macmillan, 1989
371.33 HEI i
Buku Teks SO  Universitas Indonesia Library
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Eline, Leanne
"Choosing the right visual aid for your presentation is often confusing and can make all the difference in a successful presentation. This issue will help you choose and use visual aids wisely by showing you why these learning tools are important and then giving you step-by-step guidance as you select the right visual aid for your presentation. The issue includes tips on type size for slides, use of flip charts, and other visual aids methodology. "
Alexandria, VA: [ASTD Press, ASTD Press], 1997
e20435727
eBooks  Universitas Indonesia Library
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Bella Maedevia
"Video gim edukatif kini efektif melestarikan nilai budaya lokal kepada generasi muda. Penelitian kuantitatif deskriptif ini mengkaji pengaruh ilustrasi 2D terhadap efektivitas edukasi visual dan kepuasan bermain dalam gim Lodaya Conquest (N=100), dengan analisis deskriptif, uji t berpasangan, dan regresi linier berganda. Hasil menunjukkan ilustrasi 2D memperoleh skor tinggi pada edukasi visual (mean=17,15; SD=2,66) dan kepuasan bermain (mean=16,98; SD=2,50). Meskipun uji t berpasangan tidak menemukan perbedaan signifikan (p=0,4512), regresi linier berganda mengonfirmasi pengaruh positif signifikan ilustrasi 2D terhadap edukasi visual (B=0,787; p<0,001; R²=0,622) dan kepuasan bermain (B=0,751; p<0,001; R²=0,499). Dengan demikian, ilustrasi 2D efektif meningkatkan pemahaman budaya dan kepuasan pemain tanpa mengurangi kualitas pengalaman bermain. Penelitian selanjutnya dapat menjajaki efek pada kelompok usia berbeda dan elemen interaktif lainnya.

Educational video games have become an effective medium for preserving local cultural values among younger generations. This quantitative descriptive study examines the impact of 2D illustrations on visual education effectiveness and player satisfaction in Lodaya Conquest (N=100), employing descriptive statistics, paired-sample t-tests, and multiple linear regression. Results indicate that 2D illustrations achieved high scores for visual education (mean = 17.15; SD = 2.66) and player satisfaction (mean = 16.98; SD = 2.50). Although the paired-sample t-test revealed no significant difference (p = 0.4512), multiple regression confirmed a significant positive effect of illustration quality on visual education (B = 0.787; p < 0.001; R² = 0.622) and player satisfaction (B = 0.751; p < 0.001; R² = 0.499). Thus, 2D illustrations effectively enhance cultural understanding and player satisfaction without compromising the gaming experience. Future research may explore effects across different age groups and additional interactive elements."
Depok: Program Pendidikan Vokasi Universitas Indonesia, 2025
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UI - Skripsi Membership  Universitas Indonesia Library